Wrecked Ship Energy Tank Room

Room ID: 167

Wiki
Difficulty filter

From: 1
Right Door
To: 1
Right Door

Run must be synched with the low tide.

Exit condition:

"leaveWithRunway": {
  "length": 6,
  "openEnd": 1,
  "steepUpTiles": 1
}
From: 1
Right Door
To: 1
Right Door

Requires:

{"or": [
  "Gravity",
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]}
]}

Exit condition:

"leaveWithRunway": {
  "length": 8,
  "openEnd": 1,
  "steepUpTiles": 2
}

Entrance condition:

"comeInShinecharging": {
  "length": 7,
  "openEnd": 0,
  "steepDownTiles": 2
},
"comesInHeated": "no"

Requires:

{"or": [
  "Gravity",
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]}
]},
"h_CrystalSpark"

Entrance condition:

"comeInShinecharging": {
  "length": 4,
  "openEnd": 1
},
"comesInHeated": "no"

Requires:

"h_CrystalSpark"
From: 1
Right Door
To: 1
Right Door

Exit condition:

"leaveWithGrappleSwing": {
  "blocks": [{"position": [5, 2], "note": "Closest Grapple block to the door"}]
}

Requires:

"h_thornXModeShinecharge",
"h_thornXModeFramePerfectExtraLeniency",
"SpaceJump",
"HiJump",
"canShinechargeMovementComplex",
{"shinespark": {"frames": 21, "excessFrames": 0}},
{"or": [
  "Gravity",
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]}
]}

Exit condition:

"leaveWithSpark": {}

Dev note: Two thorn hits are expected per attempt (with any additional leniency hits being multiplied by this amount). FIXME: There is likely a fast wall jump climb strat with more spark frames.

Power Off: Crystal Flash, enter X-Mode using the bottom spikes and shinecharge, then pause abuse from the spikes to interrupt. Power On: Crystal Flash or farm Skultera. Enter X-Mode using the bottom spikes and shinecharge, then pause abuse from the spikes to interrupt.

Entrance condition:

"comeInWithRMode": {}

Requires:

{"or": [
  "Gravity",
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]}
]},
{"or": [
  "h_CrystalFlashForReserveEnergy",
  {"and": [
    "f_DefeatedPhantoon",
    "h_RModeCanRefillReserves",
    "canBeLucky",
    {"resourceMissingAtMost": [{"type": "Missile", "count": 0}]},
    {"or": [
      {"partialRefill": {"type": "ReserveEnergy", "limit": 5}},
      {"and": [
        {"partialRefill": {"type": "ReserveEnergy", "limit": 20}},
        "canBeVeryLucky"
      ]}
    ]}
  ]}
]},
"canBeVeryPatient",
"h_thornXModeShinecharge",
"h_thornXModeFramePerfectExtraLeniency",
{"autoReserveTrigger": {}},
"canRModePauseAbuseSparkInterrupt"

Entrance condition:

"comeInShinecharged": {}

Requires:

{"or": [
  "Gravity",
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]}
]},
{"shineChargeFrames": 120},
"h_spikeSuitThornHitLeniency",
{"thornHits": 1},
"canSpikeSuit",
{"shinespark": {"frames": 2, "excessFrames": 2}}

Requires:

{"or": [
  "Gravity",
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]}
]},
"h_thornXModeSpikeSuit",
{"shinespark": {"frames": 2, "excessFrames": 2}}
From: 1
Right Door
To: 1
Right Door

Requires:

{"or": [
  "Gravity",
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]}
]},
"h_thornDoubleXModeBlueSuit",
{"shinespark": {"frames": 0, "excessFrames": 0}}
From: 1
Right Door
To: 1
Right Door

The sinking platforms can be used to collect drops if the fish gets away. Without movement items, hold down while jumping to ascend while on the platform.

Requires:

"f_DefeatedPhantoon",
{"resetRoom": {"nodes": [1]}},
"canDash",
"canDodgeWhileShooting",
{"or": [
  "Gravity",
  {"and": [
    "canSuitlessMaridia",
    {"cycleFrames": 150}
  ]}
]},
{"or": [
  {"and": [
    "Plasma",
    {"or": [
      "canTrickyJump",
      "Grapple"
    ]}
  ]},
  {"and": [
    "Spazer",
    "Wave",
    {"or": [
      "canTrickyJump",
      "canInsaneJump",
      "Grapple"
    ]},
    {"cycleFrames": 80}
  ]},
  {"and": [
    "canTrickyJump",
    "Wave",
    {"or": [
      "canInsaneJump",
      "Grapple",
      {"cycleFrames": 150}
    ]},
    {"cycleFrames": 180}
  ]}
]},
{"cycleFrames": 220}

Resets obstacles: A

Farm cycle drops: 1 Skultera

From: 1
Right Door
To: 1
Right Door

Requires:

"f_DefeatedPhantoon",
{"resetRoom": {"nodes": [1]}},
{"haveBlueSuit": {}},
{"or": [
  {"and": [
    "Gravity",
    {"cycleFrames": 250}
  ]},
  {"cycleFrames": 335}
]}

Resets obstacles: A

Farm cycle drops: 1 Skultera

From: 1
Right Door
To: 1
Right Door

Requires:

"f_DefeatedPhantoon",
{"resetRoom": {"nodes": [1]}},
"canDash",
"Gravity",
"SpaceJump",
{"or": [
  "ScrewAttack",
  {"and": [
    "canDodgeWhileShooting",
    {"or": [
      "Plasma",
      {"and": [
        "Spazer",
        "canFarmWhileShooting",
        {"cycleFrames": 200}
      ]},
      {"and": [
        "Wave",
        {"cycleFrames": 130}
      ]},
      {"cycleFrames": 1000}
    ]}
  ]}
]},
{"cycleFrames": 230}

Resets obstacles: A

Farm cycle drops: 1 Skultera

From: 1
Right Door
To: 1
Right Door

Requires:

"h_CrystalFlash"
From: 1
Right Door
To: 2
Item

Requires:

"SpaceJump"
From: 1
Right Door
To: 2
Item

Requires:

"Grapple",
"f_DefeatedPhantoon"
From: 1
Right Door
To: 2
Item

Jump across the first platforms. It is fine to jump from them when they are a bit submerged. Get a bit of run speed on the final platform, and wall jump if necessary. When accidentally falling off the platforms, it may be best to take a spike hit and climb the left wall.

Requires:

"Gravity",
"canWallJump",
"f_DefeatedPhantoon"
From: 1
Right Door
To: 2
Item

Jump onto the first platform, which is easiest when the water is low. Continue jumping on the platforms to prevent them from going into the water. Get a bit of run speed on the final platform, which is easiest while the water is low, then jump to the solid ground.

Requires:

"canDash",
"canCarefulJump",
{"disableEquipment": "HiJump"},
{"or": [
  "canMoonwalk",
  "canTrickyJump"
]},
"f_DefeatedPhantoon"
From: 1
Right Door
To: 2
Item

From a standstill at the door, jump just before the first step. Do a lateral mid-air morph and bounce on the first platform. This should bounce on the third platform and get to the item.

Requires:

"canSpringBallBounce",
"f_DefeatedPhantoon"
From: 1
Right Door
To: 2
Item

Use a mid-air horizontal bomb boost to reach the first platform. Jump across to the last platform. Wait until the water is low, let the platform sink slightly, then jump and horizontal bomb boost to the item.

If HiJump is available, then it is possible to simply spin jump from the underwater platform to the first moving platform. If HiJump cannot be disabled, then the bomb boost from the last platform is more difficult: in this case Samus must jump, lay the bomb on the way down, then jump again to a precise height and morph to get the boost.

Requires:

"f_DefeatedPhantoon",
"canJumpIntoIBJ",
"canBombHorizontally",
"canTrickyJump",
"h_complexToCarryFlashSuit"
From: 1
Right Door
To: 2
Item

Use a mid-air horizontal Power Bomb boost to reach the first platform. Jump across to the last platform. Wait until the water is low, let the platform sink slightly, then jump and horizontal Power Bomb boost to the item.

If HiJump is available, then it is possible to simply spin jump from the underwater platform to the first moving platform, saving a Power Bomb. If HiJump cannot be disabled, then the Power Bomb boost from the last platform is more difficult: in this case Samus must jump, lay the Power Bomb on the way down, then jump again to a precise height and morph to get the boost.

Requires:

"f_DefeatedPhantoon",
"canMidAirMorph",
{"tech": "canJumpIntoIBJ"},
{"tech": "canBombHorizontally"},
"canInsaneJump",
{"or": [
  {"and": [
    "HiJump",
    {"ammo": {"type": "PowerBomb", "count": 1}}
  ]},
  {"ammo": {"type": "PowerBomb", "count": 2}}
]},
"h_complexToCarryFlashSuit"
From: 1
Right Door
To: 2
Item

Let the platform sink several tiles before jumping into a mid-air spring ball jump.

Requires:

"f_DefeatedPhantoon",
"Gravity",
"canSpringBallJumpMidAir"
From: 1
Right Door
To: 2
Item

Bounce on the platform, timing a pause to hit soon after bouncing, then hold left and unequip Spring Ball to get a horizontal boost.

Requires:

"f_DefeatedPhantoon",
"canSpringFling"
From: 1
Right Door
To: 2
Item

Sink on the platform until it on or near the floor, then gravity jump.

Requires:

"f_DefeatedPhantoon",
"canGravityJump"
From: 1
Right Door
To: 2
Item

Sink on the platform a precise amount before spin jumping; the peak of Samus' jump should just barely reach the ceiling or slightly below it, making it possible to just barely make it to the ledge.

Requires:

"f_DefeatedPhantoon",
"HiJump",
"Gravity",
"canInsaneJump"
From: 1
Right Door
To: 2
Item

Entrance condition:

"comeInWithSpark": {}

Requires:

{"shinespark": {"frames": 59, "excessFrames": 7}}
From: 1
Right Door
To: 2
Item

Jump as far as possible before activating the spark, while sparking high enough to crash into the Chozo statue's hand.

Entrance condition:

"comeInShinecharged": {}

Requires:

{"shineChargeFrames": 100},
"canShinechargeMovementComplex",
{"shinespark": {"frames": 33, "excessFrames": 7}},
{"or": [
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]},
  "Gravity",
  {"disableEquipment": "HiJump"},
  "canTrickyJump"
]}

Dev note: If power is on, then this strat may not quite work because the water can interfere with the runway for the jump. But in that case, platforming is possible as a relatively free alternative.

From: 1
Right Door
To: 2
Item

Gain a shinecharge while entering the room. Run back to the door, and then run left and jump as far as possible before activating the spark, while sparking high enough to crash into the Chozo statue's hand.

Entrance condition:

"comeInShinecharging": {
  "length": 7,
  "openEnd": 0,
  "steepDownTiles": 2
}

Requires:

"canShinechargeMovementComplex",
{"shinespark": {"frames": 33, "excessFrames": 7}},
{"or": [
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]},
  "Gravity",
  {"disableEquipment": "HiJump"},
  "canTrickyJump"
]}

Dev note: If power is on, then this strat may not quite work because the water can interfere with the runway. But in that case, platforming is possible as a relatively free alternative.

From: 1
Right Door
To: 2
Item

Arm pump until samus starts to move again. If the power is on, regular platforming can be used instead.

Requires:

"h_thornXModeShinecharge",
{"shinespark": {"frames": 19, "excessFrames": 4}}

Fling Samus from the first set of grapple blocks to the second set without falling. This requires precise timing but is made easier by morphing and unmorphing to reset Samus' fall speed.

Requires:

"canPreciseGrapple",
"canLateralMidAirMorph",
"canResetFallSpeed",
{"or": [
  "canInsaneJump",
  {"thornHits": 5}
]},
"h_complexToCarryFlashSuit"

Dev note: The 5 thornHits are for lenience since it is difficult to get this first try.

From: 1
Right Door
To: 2
Item

Fling Samus from the first set of grapple blocks to the second set without falling. This requires a frame-perfect release of Grapple and a 2-frame window to fire Grapple again.

Requires:

"canPreciseGrapple",
"canInsaneJump",
{"or": [
  "canBeVeryPatient",
  {"thornHits": 5}
]},
{"noFlashSuit": {}}

Dev note: The 5 thornHits are for lenience since it is very difficult to get this first try.

From: 1
Right Door
To: 2
Item

Requires:

"canLongCeilingBombJump",
"canBePatient"
From: 1
Right Door
To: 2
Item

From the top right platform, jump to the left into the thorns, then climb the left wall.

Requires:

{"thornHits": 1},
{"or": [
  {"and": [
    "canUseIFrames",
    "canDash"
  ]},
  {"and": [
    {"tech": "canHorizontalDamageBoost"},
    "h_complexToCarryFlashSuit"
  ]},
  {"thornHits": 1}
]},
"canWallJump",
{"not": "f_DefeatedPhantoon"},
{"or": [
  "canRiskPermanentLossOfAccess",
  {"and": [
    "canDash",
    "canCarefulJump",
    {"disableEquipment": "HiJump"},
    {"or": [
      "canMoonwalk",
      "canTrickyJump"
    ]}
  ]},
  {"and": [
    "Gravity",
    "canDash"
  ]},
  {"and": [
    "canJumpIntoIBJ",
    "canBombHorizontally",
    "canTrickyJump"
  ]},
  {"and": [
    "Gravity",
    "canSpringBallJumpMidAir"
  ]},
  "canSpringFling",
  {"and": [
    "HiJump",
    "Gravity",
    "canInsaneJump"
  ]}
]}

Dev note: The canCarefulJump and Gravity are here, as with either of those, there is access across with or without f_DefeatedPhantoon.

Run from the adjacent room and jump at the end of the platform. From the top right platform, jump to the left and wall jump just above the spikes and climb the left wall.

Entrance condition:

"comeInRunning": {
  "speedBooster": "yes",
  "minTiles": 5
}

Requires:

"h_speedJump",
"canCarefulJump",
"canConsecutiveWallJump",
{"not": "f_DefeatedPhantoon"},
{"or": [
  "canRiskPermanentLossOfAccess",
  "canTrickyJump",
  {"and": [
    {"disableEquipment": "HiJump"},
    "canMoonwalk"
  ]}
]}

Dev note: This variant of the strat includes an extra couple of tiles of runway for lenience.

Run from the adjacent room and jump at the end of the platform. From the top right platform, jump to the left and wall jump just above the spikes and climb the left wall.

Entrance condition:

"comeInRunning": {
  "speedBooster": "yes",
  "minTiles": 3
}

Requires:

"h_speedJump",
"canTrickyJump",
"canConsecutiveWallJump",
{"not": "f_DefeatedPhantoon"}

Run from the adjacent room and jump at the end of the platform. From the top right platform, jump to the left and wall jump just above the spikes and climb the left wall.

With minimal runway length (2 tiles), this has a 2-frame window for the jump. With a last-frame jump it has a 3-frame window for wall jump, otherwise the wall jump is frame-perfect.

Entrance condition:

"comeInRunning": {
  "speedBooster": "yes",
  "minTiles": 2
}

Requires:

"h_speedJump",
"canInsaneJump",
"canConsecutiveWallJump",
{"not": "f_DefeatedPhantoon"}

Using speed from the adjacent room, perform a ceiling mockball to make it across the gap.

Entrance condition:

"comeInRunning": {
  "speedBooster": "yes",
  "minTiles": 23
}

Requires:

"h_speedJump",
"canTrickyJump",
"canMomentumConservingMorph",
{"or": [
  "canInsaneJump",
  {"thornHits": 5}
]},
{"not": "f_DefeatedPhantoon"}

Dev note: The 5 thornHits are for lenience since it is very difficult to get this first try.

Using speed from the adjacent room, perform a ceiling mockball and equip or unequip Spring Ball to make it across the gap.

Entrance condition:

"comeInRunning": {
  "speedBooster": "yes",
  "minTiles": 12
}

Requires:

"h_speedJump",
"canTrickyJump",
"canMomentumConservingMorph",
"canSpringFling",
"h_unpauseKeepMomentum",
{"or": [
  "canInsaneJump",
  {"thornHits": 5}
]},
{"not": "f_DefeatedPhantoon"}

Dev note: The 5 thornHits are for lenience since it is very difficult to get this first try.

Entrance condition:

"comeInWithMockball": {
  "speedBooster": "yes",
  "remoteAndLandingMinTiles": [[19, 0]]
}

Requires:

"canTrickyJump",
"canSpringBallBounce",
"canSpringFling",
{"or": [
  "canInsaneJump",
  {"thornHits": 5}
]},
{"not": "f_DefeatedPhantoon"}

Dev note: The 5 thornHits are for lenience since it is difficult to get this first try.

From: 1
Right Door
To: 2
Item

Run from the adjacent room and jump at the end of the platform. Aim down just before bonking the ceiling.

This requires a last-frame jump and has a 2-frame window for the aim-down.

Entrance condition:

"comeInRunning": {
  "speedBooster": "yes",
  "minTiles": 36
}

Requires:

"h_speedJump",
"canInsaneJump",
{"or": [
  "canBeVeryPatient",
  {"thornHits": 5}
]},
{"not": "f_DefeatedPhantoon"}

Dev note: The 5 thornHits are for lenience since it is very difficult to get this first try.

In the spike pit, near the left wall, jump into an IBJ to climb out.

Requires:

"h_IBJFromThorns",
"canLongIBJ",
{"not": "f_DefeatedPhantoon"}

Dev note: The h_IBJFromThorns requires canCarefulJump. There is no loss of access, because with that it is possible to get across with or without f_DefeatedPhantoon.

Requires:

{"thornHits": 1},
"HiJump",
"canSpringBallJumpMidAir",
{"not": "f_DefeatedPhantoon"},
{"or": [
  "canRiskPermanentLossOfAccess",
  {"and": [
    "canDash",
    "canCarefulJump",
    {"disableEquipment": "HiJump"},
    {"or": [
      "canMoonwalk",
      "canTrickyJump"
    ]}
  ]},
  {"and": [
    "canJumpIntoIBJ",
    "canBombHorizontally",
    "canTrickyJump"
  ]},
  "Gravity",
  "canSpringFling"
]}
From: 1
Right Door
To: 2
Item

Requires:

"h_storedSpark",
"canDash",
{"shinespark": {"frames": 13, "excessFrames": 2}}
From: 1
Right Door
To: 2
Item

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": true
}

Requires:

"h_artificialMorphLongCeilingBombJump",
"canBePatient"

Clears obstacles: A

From: 1
Right Door
To: 2
Item

After teleporting, press down to retract Grapple, to prevent getting stuck inside the Chozo statue.

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[7, 2]]
}
From: 1
Right Door
To: 2
Item

After teleporting, Samus should be standing inside the wall. Retract Grapple by pressing up, which will pull Samus down and right. Turn around to the left, then hold right, and release Grapple while still holding right. Perform a turn-around spin jump (to the left). Then morph and roll out to the right. Alternatively, X-Ray climb up about 1 tile until Samus can walk out to the right.

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 12], [3, 13]]
}

Requires:

"canGrappleTeleportWallEscape",
"canOffScreenMovement"
From: 1
Right Door
To: 2
Item

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get on top of the Chozo statue.

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[2, 18], [2, 19], [2, 28], [2, 29]]
}

Requires:

"canXRayClimb"
From: 2
Item
To: 1
Right Door

Requires:

{"or": [
  {"and": [
    "f_DefeatedPhantoon",
    "canDash"
  ]},
  "SpaceJump"
]}
From: 2
Item
To: 1
Right Door

Requires:

{"or": [
  {"and": [
    {"not": "f_DefeatedPhantoon"},
    "canRiskPermanentLossOfAccess"
  ]},
  "canDash"
]},
{"thornHits": 1},
{"or": [
  "HiJump",
  "canWallJump",
  "canUseIFrames",
  "Grapple",
  "canHorizontalDamageBoost",
  {"thornHits": 1}
]}

Dev note: When the power is off, the floor has thorns. if power is on and dash is available, then the floating platforms could be used instead to avoid all damage.

From: 2
Item
To: 1
Right Door

When the power is on, the floor has both thorns and spikes; normally Samus would interact only with the thorns, but blue suit causes Samus to pass through the thorns without damage, resulting in contact with the spikes below.

Requires:

{"haveBlueSuit": {}},
"canBlueSuitSpikeJump",
{"or": [
  {"and": [
    "canGravityJump",
    {"spikeHits": 1}
  ]},
  {"and": [
    {"disableEquipment": "Gravity"},
    {"spikeHits": 2}
  ]},
  {"and": [
    "Gravity",
    "HiJump",
    {"spikeHits": 2}
  ]},
  {"and": [
    "Gravity",
    {"tech": "canHorizontalDamageBoost"},
    {"noFlashSuit": {}},
    {"spikeHits": 2}
  ]},
  {"spikeHits": 3}
]}
From: 2
Item
To: 1
Right Door

Requires:

"canSpringFling"
From: 2
Item
To: 1
Right Door

Jump, place a bomb mid-air, then jump with controlled height to precisely mid-air morph and get a horizontal boost.

Requires:

"canJumpIntoIBJ",
"canBombHorizontally",
"canInsaneJump",
"canInsaneMidAirMorph",
"canResetFallSpeed"
From: 2
Item
To: 1
Right Door

Wall jump from near the top of the ledge to barely be able to wall jump off the floating platform.

Requires:

"Gravity",
"canInsaneWallJump"
From: 2
Item
To: 1
Right Door

Wall jump from a few tiles below the ledge, then wall jump off the floating platform.

Requires:

"Gravity",
"HiJump",
"canPreciseWallJump"
From: 2
Item
To: 1
Right Door

Press pause, wall jump from about halfway down the wall, disable Gravity, then wall jump off the floating platform.

Requires:

"canPreciseWallJump",
"canGravityJump",
"canTrickyJump"
From: 2
Item
To: 1
Right Door

Fling Samus from the first set of grapple blocks to the second set without falling. Requires precise timing.

Requires:

"canPreciseGrapple",
"canTrickyJump",
"h_midAirShootUp"
From: 2
Item
To: 1
Right Door

Requires:

"h_storedSpark",
"canDash",
{"shinespark": {"frames": 14, "excessFrames": 4}}
From: 2
Item
To: 1
Right Door

Requires:

"canLongCeilingBombJump",
"canBePatient"
From: 2
Item
To: 1
Right Door

Touch the item while remaining in artificial morph. Ceiling bomb jump back to the right, then use X-Ray to cancel G-mode and obtain the item.

Requires:

"canGMode",
"h_artificialMorphLongCeilingBombJump",
"canBeVeryPatient",
{"obstaclesCleared": ["A"]}

Dev note: This strat alone would only require canBePatient, but it is only possible after Ceiling Bomb Jumping there, so it would be a combined 4 minutes.